Buggy code:
public class Armor extends EquipableItem { private static final String TXT_EQUIP_CURSED = "your<seq2seq4repair_space>%s<seq2seq4repair_space>constricts<seq2seq4repair_space>around<seq2seq4repair_space>you<seq2seq4repair_space>painfully" ; private static final String TXT_IDENTIFY = "you<seq2seq4repair_space>are<seq2seq4repair_space>now<seq2seq4repair_space>familiar<seq2seq4repair_space>enough<seq2seq4repair_space>with<seq2seq4repair_space>your<seq2seq4repair_space>%s<seq2seq4repair_space>to<seq2seq4repair_space>identify<seq2seq4repair_space>it.<seq2seq4repair_space>It<seq2seq4repair_space>is<seq2seq4repair_space>%s." ; private static final String TXT_TO_STRING = "%s<seq2seq4repair_space>:%d" ; private static final String TXT_INCOMPATIBLE = "Interaction<seq2seq4repair_space>of<seq2seq4repair_space>different<seq2seq4repair_space>types<seq2seq4repair_space>of<seq2seq4repair_space>magic<seq2seq4repair_space>has<seq2seq4repair_space>erased<seq2seq4repair_space>the<seq2seq4repair_space>glyph<seq2seq4repair_space>on<seq2seq4repair_space>this<seq2seq4repair_space>armor!" ; public int tier ; public int STR ; public int DR ; private int hitsToKnow = 10 ; public Armor . Glyph glyph ; public Armor ( int tier ) { } private static final String GLYPH = "glyph" ; @ Override public void storeInBundle ( Bundle bundle ) { } @ Override public void restoreFromBundle ( Bundle bundle ) { } @ Override public ArrayList < String > actions ( Hero hero ) { } @ Override public boolean doEquip ( Hero hero ) { } @ Override protected float time2equip ( Hero hero ) { } @ Override public boolean doUnequip ( Hero hero , boolean collect , boolean single ) { } @ Override public boolean isEquipped ( Hero hero ) { } @ Override public Item upgrade ( ) { } public Item upgrade ( boolean inscribe ) { } public Item safeUpgrade ( ) { } @ Override public Item degrade ( ) { } public int proc ( Char attacker , Char defender , int damage ) { } @ Override public String toString ( ) { } @ Override public String name ( ) { } @ Override public String info ( ) { String name = name ( ) ; StringBuilder info = new StringBuilder ( LanguageFactory . getTranslation ( desc ( ) ) ) ; if ( levelKnown ) { info . append ( Utils . format ( ( "\n\nThis<seq2seq4repair_space>%s<seq2seq4repair_space>provides<seq2seq4repair_space>damage<seq2seq4repair_space>absorption<seq2seq4repair_space>up<seq2seq4repair_space>to<seq2seq4repair_space>" + "%d<seq2seq4repair_space>points<seq2seq4repair_space>per<seq2seq4repair_space>attack.<seq2seq4repair_space>" ) , name , Math . max ( DR , 0 ) ) ) ; if ( ( STR ) > ( hero . STR ( ) ) ) { if ( isEquipped ( hero ) ) { info . append ( LanguageFactory . getTranslation ( ( "\n\nBecause<seq2seq4repair_space>of<seq2seq4repair_space>your<seq2seq4repair_space>inadequate<seq2seq4repair_space>strength<seq2seq4repair_space>your<seq2seq4repair_space>" + "movement<seq2seq4repair_space>speed<seq2seq4repair_space>and<seq2seq4repair_space>defense<seq2seq4repair_space>skill<seq2seq4repair_space>is<seq2seq4repair_space>decreased.<seq2seq4repair_space>" ) ) ) ; } else { info . append ( LanguageFactory . getTranslation ( ( "\n\nBecause<seq2seq4repair_space>of<seq2seq4repair_space>your<seq2seq4repair_space>inadequate<seq2seq4repair_space>strength<seq2seq4repair_space>wearing<seq2seq4repair_space>this<seq2seq4repair_space>armor<seq2seq4repair_space>" + "will<seq2seq4repair_space>decrease<seq2seq4repair_space>your<seq2seq4repair_space>movement<seq2seq4repair_space>speed<seq2seq4repair_space>and<seq2seq4repair_space>defense<seq2seq4repair_space>skill.<seq2seq4repair_space>" ) ) ) ; } } } else { <START_BUG> info . append ( Utils . format ( ( ( ( "\n\nTypical<seq2seq4repair_space>%s<seq2seq4repair_space>provides<seq2seq4repair_space>damage<seq2seq4repair_space>absorption<seq2seq4repair_space>up<seq2seq4repair_space>to<seq2seq4repair_space>%d<seq2seq4repair_space>points<seq2seq4repair_space>per<seq2seq4repair_space>attack<seq2seq4repair_space>" + "<seq2seq4repair_space>and<seq2seq4repair_space>requires<seq2seq4repair_space>" ) + ( typicalSTR ( ) ) ) + "<seq2seq4repair_space>points<seq2seq4repair_space>of<seq2seq4repair_space>strength.<seq2seq4repair_space>" ) , name , typicalDR ( ) ) ) ; <END_BUG> if ( ( typicalSTR ( ) ) > ( hero . STR ( ) ) ) { info . append ( LanguageFactory . getTranslation ( "Probably<seq2seq4repair_space>this<seq2seq4repair_space>armor<seq2seq4repair_space>is<seq2seq4repair_space>too<seq2seq4repair_space>heavy<seq2seq4repair_space>for<seq2seq4repair_space>you.<seq2seq4repair_space>" ) ) ; } } if ( ( glyph ) != null ) { info . append ( LanguageFactory . getTranslation ( "It<seq2seq4repair_space>is<seq2seq4repair_space>inscribed." ) ) ; } if ( isEquipped ( hero ) ) { info . append ( Utils . format ( ( "\n\nYou<seq2seq4repair_space>are<seq2seq4repair_space>wearing<seq2seq4repair_space>the<seq2seq4repair_space>%s" + ( cursed ? ",<seq2seq4repair_space>and<seq2seq4repair_space>because<seq2seq4repair_space>it<seq2seq4repair_space>is<seq2seq4repair_space>cursed,<seq2seq4repair_space>you<seq2seq4repair_space>are<seq2seq4repair_space>powerless<seq2seq4repair_space>to<seq2seq4repair_space>remove<seq2seq4repair_space>it." : "." ) ) , name ) ) ; } else { if ( ( cursedKnown ) && ( cursed ) ) { info . append ( Utils . format ( "\n\nYou<seq2seq4repair_space>can<seq2seq4repair_space>feel<seq2seq4repair_space>a<seq2seq4repair_space>malevolent<seq2seq4repair_space>magic<seq2seq4repair_space>lurking<seq2seq4repair_space>within<seq2seq4repair_space>the<seq2seq4repair_space>%s." , name ) ) ; } } return info . toString ( ) ; } @ Override public Item random ( ) { } public int typicalSTR ( ) { } public int typicalDR ( ) { } @ Override public int price ( ) { } public Armor inscribe ( Armor . Glyph glyph ) { } public boolean isInscribed ( ) { } @ Override public Glowing glowing ( ) { } public static abstract class Glyph implements Bundlable { private static final Class < ? > [ ] glyphs = new Class < ? > [ ] { Bounce . class , Affection . class , AntiEntropy . class , Multiplicity . class , Potential . class , Metabolism . class , Stench . class , Viscosity . class , Displacement . class , Entanglement . class } ; private static final float [ ] chances = new float [ ] { 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 } ; public abstract int proc ( Armor armor , Char attacker , Char defender , int damage ) { } public String name ( ) { } public String name ( String armorName ) { } @ Override public void restoreFromBundle ( Bundle bundle ) { } @ Override public void storeInBundle ( Bundle bundle ) { } public Glowing glowing ( ) { } public boolean checkOwner ( Char owner ) { } @ SuppressWarnings ( "unchecked" ) public static Armor . Glyph random ( ) { } } }

Fix:
info . append ( Utils . format ( ( "\n\nTypical<seq2seq4repair_space>%s<seq2seq4repair_space>provides<seq2seq4repair_space>damage<seq2seq4repair_space>absorption<seq2seq4repair_space>up<seq2seq4repair_space>to<seq2seq4repair_space>%d<seq2seq4repair_space>points<seq2seq4repair_space>per<seq2seq4repair_space>attack<seq2seq4repair_space>" + "<seq2seq4repair_space>and<seq2seq4repair_space>requires<seq2seq4repair_space>%d<seq2seq4repair_space>points<seq2seq4repair_space>of<seq2seq4repair_space>strength.<seq2seq4repair_space>" ) , name , typicalDR ( ) ) ) ;